具体见
8 b0 Q+ h$ q/ e, j0 \& K6 R. W$ o7 n% U$ ^1 Y7 e5 \
http://www.matrixgames.com/forums/tm.asp?m=3185062
; C9 P$ d# q6 E( @' n8 M3 f! m- W3 `* w3 r, T# T# J
已经共享到岛群QQ和本论坛置顶资源帖
* f, Q2 C4 C2 w/ X4 @( i4 g5 }' v: }* v o
大量更新,详见列表:6 y3 Y! |# B4 F1 F! a6 x7 v
1 R% q" E t- ?+ V
' I3 G _5 H9 k) r
Change History:0 R+ P3 ] j4 Y, I& o
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)2 Z8 m. [' d) O
1. Seventh Update – This release is a comprehensive release updating all previous
# t, Y' x8 |( S1 L3 H5 fversions to v1.01.17 beta
. [8 g- U3 f: s, m2. Code Changes
3 ?$ b# l f2 q t& _2 f9 e; YFixed
. P' y( p6 g4 `+ a0 L1. Display of AF/Port icon between player saves based on player's intel# |+ l+ J9 ~' q0 x I
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when3 X5 W' f* b2 Z, ^* X% d
weapon list updated) e* K' W2 O- f" m# D2 @% U6 Z
3. Reported cargo/troop safety values incorrect when no cargo/troop space
& e- I, }! {0 E% K4. Allow smaller 'reserve' space for small groups on ships/ e8 X* A/ X* O, y" y+ h( G
5. Preserve some more data when swapping fragment and parent to prevent lost of parent
; K: t& J5 s; j) }. t, E6. Correct attacking plane count before final post-air combat+ i. }& x! z# U2 d6 o
7. Pilot promotion may have occured in error sometimes
/ R, R+ A7 D( z- ^* A. t8. Raid detect message sometimes dropped of the combat report
% p" K3 Y, A+ v9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
: g H* A4 h. p& C$ S9 J- rgenerally
* @" {# e5 [: f# e10. Some pilot-leader connections were being corrupted: ?) `% V" a9 w4 P$ m# Z( t
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few5 a( n* \7 a" b, R6 ^- a, R, ~
other move issues due to the incorrect indicator6 B; r# e5 x7 Y/ l/ I: @6 f
12. Wrong ship sometimes reported in Ops report for TF movement which causes some5 A1 d0 V8 Z. @! g3 a! _8 ~) N
damage5 D- O% ^% t. f4 X" {/ H4 }7 h
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool. w$ ^) F8 O2 O2 x& B+ f
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the6 w: s2 S Z. d6 i- \% F! {
date sort
$ n2 s. O& D$ {15. ASW groups not allowed to attack sometimes
! M# F; `. g6 O2 j% p- A1 K( G16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing) Y% R: r4 [- `: c- Z
HQ/LCU to jump to reinforcement queue& F8 C0 L% ~3 V/ w$ g! N
17. Bug in bomber intercept if too many rounds of fighter v fighter combat0 m) e7 b' ~; v9 k9 e- i0 ~' q
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed4 b( |3 D G$ H& x0 |
at start of AE but crept back in sometime during updates
) ~6 }1 l1 C% i4 u19. Removed the fragment/parent swap during a TF unload as it could often orphan the# r0 T& \. Z6 W/ v# C/ D
fragment.
2 r5 Y% e( {3 g, C% m* A20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade* v/ n+ A2 K7 d8 j9 }$ A
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
6 X+ a9 j) z; O0 \short scenario). This was fixed in a previous patch but only for one of the VCs, not the full9 b( I% V2 M2 n* v
set+ |$ @& q2 {2 T+ Y- n, h8 _
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
/ A. f2 u+ {. F# D23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
1 _2 d* n, A/ C9 J5 i& u) g24. Bug caused F/FB to sometimes bomb at low altitude- g$ ]) M% H& g) D
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not+ c8 P D0 J4 F5 a
occurring properly.
9 k( e$ L/ `5 p( M8 U26. Bug in Industry 'failed' indication not showing properly sometimes
+ T" g4 x" K# F& A$ J$ W, K1 a27. Location check at scenario load to include small map sceanrios
9 @5 b! q1 V7 T! F28. Bug in air supply to fragments in a non-friendly base hex, b6 w6 n. O* f4 G1 ~
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was: @/ J) s' v" k8 Y
being set to homebase before execution of the mission – ie was returning to base
% o1 K {+ R2 y( ]6 d3 K Dimmediately
1 K q! Q7 S) J1 M30. Error in Strategic map display
1 q5 d$ T& h* a W5 H31. Additional and stockpile options were not turned off when base was captured2 v8 ]- H' ^* ?
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
8 i$ B2 D) r4 {5 I8 p1 I8 @mouse over
7 U0 J8 l" W J( c6 h' f5 d33. Army experience being gained when not 100% prepared as per manual; changed to allow4 m* V* h$ H& |, O/ G
chance to gain experience if >75% prepare and < 50% national exp level
( _' |; M& T" i34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to* s" }4 G4 u. z6 ?4 p
alleviate the incorrect experience gaining happening while in reinforcement queue* `- Z9 F; N4 E
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
% R! R9 h3 `2 V9 F1 o2 H" n9 J6 ?; Wcaused unit to jump “off-rail” and move overland/ z6 W# \: P. W5 D1 r9 `
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ9 n$ Y4 O" |0 y4 b+ ~' R5 o
37. Excessive accident messages on unload from TF reported
6 N5 h ]" Z8 y# g, ~38. Reworked editor sub-unit merging as some devices could drop off the unit list when. g) _" Z0 f' K7 e! g4 \
merged causing smaller size unit than expected
# w8 W# x7 `& b* I5 V, R6 k39. Corrected possible TOE error in scenario data load for inactive units
5 F2 G1 @# q5 ?3 h2 F$ c9 n+ [40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
3 ]: Y& M0 e$ w7 Ehowever be allowed to do this.
- N4 I- i* O5 `/ h# j% e41. Possible CTD if sinking ship's load was a group2 O5 \/ u' T0 l5 n j* K
42. Limit the number of devices built from resources per unit during LCU replacements; this
; E3 N' i& Y* o' ]. [5 \/ bwas causing an over production for that turn2 |& Z2 d) r t3 |0 k
43. Retain day/night setting when creating group fragments
6 ^& H1 W7 N4 ]1 P44. Adjusted supply and fuel values in base list not to overrun the space1 } i" x8 o( k& e8 j* y: `5 B3 ~) I
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but: @3 j; ^! D: n( U! s& I8 j) w
added YMS to Sweep TF in line with manual and code
% t) u2 m2 S/ o5 O46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the% X# Z0 ?$ p- U% ]1 B
rule relates to the abundance of manpower and is not covered by replacement pool. Normal/ c. f' a- @- U+ F* p5 k; }* ]
rebuilding of destroyed units is not affected by this.. S7 ^+ K I( v' M) e; L" ^
47. Carrier capable and trained text not showing together on Group screen
1 V4 S2 M* {6 U+ X! {! n% q `$ a48. Handle any blank re-name changes by ignoring them
W0 [* z# V! _6 y49. Possible CTD when air fragments combine
: Z3 y% H4 ]0 B# i: E6 j$ S0 l50. Unloading TF can freeze a LCU onto a ship under some conditions
' M/ l- u6 @8 w. ~; u0 E51. AI not behaving if main HQs missing (affects small map mainly)- T8 l1 f! O2 u _) H
52. AI using AGC for normal land units – removed from TF if not needed- P( W8 V* G! n/ c1 q
53. Soviet activation message not in Ops report$ U! v- H1 P9 @2 p
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
, u4 J6 h- i9 y. s0 `55. Clear Soviet air balance if not activated. Possible incorrect base switching
$ e W+ \0 [+ s7 f7 M! M56. Sub attack against docked TF not happening for port size <36 w0 y8 r; V5 J7 N9 ~$ N" `
57. Unit type changing unexpectantly' F7 Z R! V. F6 z: Z1 l$ t2 ]2 w
58. Torpedo replacement on plane sometimes is missed" U' V* q" a+ Q0 F2 o4 x0 G1 \% ~
59. Double handling of overstacked supply requirements
0 p$ I0 M- g: H5 Z. b60. Fixed alternate weapons for port attacks3 h% L5 j% e' t( O! V/ e$ r
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
, b, K( [, z$ x: }6 tsometimer in the ship repair cycle.6 B2 X- j, t- x
62. Ship tonnage over 32K could cause repairs to fail# B! k# `6 w3 \1 `
New
# G6 g& m/ `% B K9 f1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the2 S5 J9 F A/ P, R) O
port: q& D. v3 g4 d$ n' t) Z* a1 P4 q4 U
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.9 D6 U# z% R: j
Tenders not counted+ M8 o7 B% N0 u5 x/ V
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base; F. A' v, T. @* e+ n
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method' n/ ^# }6 Y0 @0 c! I# m
to remove damaged ships from TF
8 H. x. b& R- @$ z1 o: O7 C( {& p: `5. New filter for “non-building” devices in Industry pool screen
5 Q' \- F' j9 A( t9 `" I6. New filter for “non-building” aircraft in Air Replacement pool screen0 O0 C: C' \5 g5 T% C' p
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy$ l. c% c9 i; }% Y7 l3 n8 o) \- p
mines (^) detected
" s) n( |6 ^: C, ?' @8 P8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
$ A' J" R; W1 Y& R7 q6 `" s; s‘button6..’ image files, then these will be shown. If not, by default there are shown as
! g3 w% Z* J5 y( ?) n# mstandard parachute unit icons
' @: |2 O. ?5 E# m# Y0 T9. Air/port damage and building is shown in base mouse over
Z6 z3 N6 ~" a10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
0 V6 A& ~9 O9 g1 E6 D1 U11. TF can be routed to stay within coastal hexes as much as possible
# a- c1 q$ z$ r; G5 b' f2 o12. On Top Pilot screen show the 'ace' cut-off value if more than 1# C0 V9 \% b1 u- {
13. Added option on group and LCU reinforcement screen to turn off replacements
& O! |; ?6 L; t5 \* P, e. C14. Current base can get supply returned to it when reserve planes returned which were" D; S2 _ _0 u0 i
originally supplied from another base
{7 n) a9 r5 x3 t) G- d& G# S' N15. Unit type filter on Troop Loading screen0 D0 ~0 {' S0 y9 j, ^5 a. T
16. Report killed ground units if not in combat report/ U8 g: t' A/ ?: H& j
Changed
6 ]* c0 I* M$ f. Q! U1. AF of 8+ have AV support doubled for purposes of determing support for air operations
6 W G8 N+ z5 M. S/ I( g0 m' f: N(complements fix 18 above)/ U# ~8 ^& q" _# U, [+ K; }
2. Permanently increased pilot array to 70K7 z. \8 ?6 R$ Z; y2 n
3. Increased number of air combat rounds are a factor of total aircraft involved
: c/ z! A( s9 S) S/ A/ w4. Allowed submap to submap movement if land connected for land units. Should have been! O9 E4 A7 ]9 J( d, t6 M
so as per Andrew Brown
' ~2 ^& F9 k* w( ?$ M8 m5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
+ K7 W. |0 t$ E' N- P4 H v& qdelay toggle instead
9 p* y, W' j; G: O# ]# P4 G+ \" ^6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
. N) K" s z0 X9 B" Emaintenace a bit more
, T8 K% M1 ?3 s# d. y% z7. Support device replacements won't decrease the overall experience of LCU units. This does
0 s8 ^- T! \" R" r$ g0 M$ \% Gnot alter the overall EXP change due when any replacements are received.
% T* l' i, K0 _8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
: m* A2 R# o/ X6 b4 Qbetween the two but could break current games.$ b; [( |5 c, {$ ?7 d/ ~3 ]
9. Some LCU Prep points may be retained if unit is experienced: b9 j3 K$ \4 {
Notes" B- H, O, J9 W s: ~/ @5 G
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
6 h* G6 \0 N+ vshould not change player or HQ, even if not in play. These original HQs are used by the AI* S7 J. P P! {, ?" {
routines so changing or deleting them can put the AI off. Changing other elements should \9 Y4 A7 _: e* n& D( G6 d
be okay.# E8 f& U( r) o& Z2 ]
2. Clarification to weapon filters for aircraft:2 l# X4 c0 a, o* n0 I
PM_NAVAL_ATTACK 2 // used for naval attacks
! ?, _/ n: H8 ?PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
( l# W$ C2 |8 q" ?4 o" B% g0 _2 CPM_LAND_ATTACK 8 // used for land (ground) attack
; ` _' c2 g8 p, j* fPM_PORT_ATTACK 16 // used for port attack
8 {6 @' x, ~3 k; Y0 |PM_AF_ATTACK 32 // used for AF attack% `+ P5 D& {6 G% k7 |
Dropped any reference to secondary values for land and AF as they served no special use.8 g% H- E$ c0 L- h3 _
Clarification changes
9 z: G: {9 |- Q1. Some clarification and changes in regard to use of the Soviet Motherland bases. These: ^" F6 x0 a% @( M* ^1 J @
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
' Y0 }2 j) k6 a5 hMONGOLIA(91) or TANNU_TUVA(92).
% @4 f) E7 s% c9 D* ka. Allied non-Soviet groups can't transfer to Soviet Motherland bases
% H( X) b9 |0 b; Z4 Ub. Allied non-Soviet LCUs can't move into Soviet Motherland hexes1 q% B% X+ ?* v# Z$ c; t0 r
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
0 Y1 i" d+ t3 Kafter Soviets are activated, but can’t move
4 o G, H+ ]9 Qd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if [2 ^& G9 l! E. H/ t- ^, ]; k
disbanded in port.+ K. \# U( Y# X7 I+ a9 f8 j
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
0 J7 ~& d/ B e# S0 T |) j( ]; lf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |